I am trying to render a 3D model using OpenGL. And for the projection and transformation matrices, I am using glm. I've got my model on the screen and it works just like I intended it to; except one ...

What is the best way to Decrease/Increase an angle without using "eulerAngles"?
I need turn my transform between 30 and 325, according to my "Y axis".
If it is less than zero we reduce the value of ...

This is related to rendering creating a model, view, projection matrix for opengl. While matrix are fairly standard there's a lot of talk about using quaternions for rotations but why would u go from ...

I'm getting some wonky geometry in my application when trying to use instancing. I'm not sure if I'm doing the mapping of my per instance data wrong. This is how my mapping looks like:
XMMATRIX scale ...

According to this cheat sheet for CG, if I want to use column-major order for my matrix/vector math I have to multiply from the left applying transformations from right to left, i.e. v' = P * V * v
I ...

So in my scene hierarchy, I have an object laid out like so;
-Level1
--Level2
---Level3
----Level4
My script is attached to the Level1 object. When I try to find the transform.position of Level4 by ...

I've searched everywhere for this answer but everything I find is in Javascript and a lot of it doesn't help/work in my situation since most of it is Vector3's and using each axis, and my game is 2D.
...

How do I make it so an object doesn't scale with another object that I parented it with by script? If anyone knows how to get around this I would really appreciate it.
This is the part of the script ...

I've been trying to get a unit in my project to move in a fashion similiar to that of modern MOBA games.
However, I am faced with the issue of the unit moving before the rotation is completed and the ...

I have a collision system (in 3D but for the purpose of the question assume 2D) where I want to calculate the new velocity (stored as a vector) after a collision.
What I have is the velocity of the ...

Theoretical question - imagine a car object. There are two (or more) 'forces' acting on this car, these forces will affect where the car will steer. But the forces are calculated using car's location ...

For my top down game, I plan to have screen rotation where entities don't rotate, but everything else does. I am using a raster array to store my image so I don't have to render things stacked on each ...

I have a camera object with a script that will whether translate it with a set speed, or stop it. I also have 7 "checkpoints", where there are 7 different quads, who will stop the camera whenever the ...

I'm trying to implement a small game using AndEngine and I have a question about the Text. More specifically, I'm wondering if it is possible to deform the text so that you can have a "curved" text or ...

I have spent most of the day trying to debug this tiny piece of code, and I can't for the life of me figure it out.
I'm making a pong game for the Mini Ludum Dare currently going on.
I am programming ...

I am new to C# and new to Unity. I made a script that can turn a cube slowly one time after a mouse click but I feel like its probably wrong for using FixedUpdate. Is this OK or is there a better way? ...

I have list of models and transform matrix for each of them. Some of models are flipped along X or Y or Z axis. This meshes will be rendered wrong, back face is rendered instead of front.
I tried to ...

Hi I have a simple raycast-base gun that emits particles along it's path to fake bullets. Whenever I move the camera/character- the particles are misaligned, as well as anything else I try to modify ...

So, I'm interested in building a Transform class similar to the one used in Unity Engine, but in C++. My intent is for it to be user-friendly to change the position, rotation, and scale of a variable ...

This semester I both took a computer vision and a computer graphics seminar. But only now before the exams I realize that there seems to be a fundamental difference between projection in both topics.
...

I'm implementing arcball camera rotation, whereby a camera is looking at a coordinate and rotates around it in the x-axis or the y-axis such that the camera is circulating around it; the y-axis will ...

while its a similar value to its neighbour - Z translation (and I wont say if thats above or to the left for fear of sparking a religious war!) and it only seems to change when the Z translation value ...

Given the worldspace coordinates of a collection of arbitrarily positioned objects, how do I translate them while preserving their relative placement? For instance, I have a table and a few bowls that ...